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Create a filesystem abstraction layer for CSM and only allow accessing files that are scanned into it. (#5965)

* Load client-side mods into memory before executing them.

This removes the remaining filesystem access that client-sided mods had and it will hopefully make then more secure.

* Lua Virtual filesystem: don't load the files into memory just scan the filenames into memory.

* Fix the issues with backtrace

* fix most of the issues

* fix code style.

* add a comment
This commit is contained in:
red-001 2017-06-30 19:14:39 +01:00 committed by Loïc Blot
parent 2e53801fc0
commit f3ad75691a
24 changed files with 230 additions and 101 deletions

View file

@ -37,6 +37,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "mapnode.h"
#include "tileanimation.h"
#include "mesh_generator_thread.h"
#include <fstream>
#include "filesys.h"
#define CLIENT_CHAT_MESSAGE_LIMIT_PER_10S 10.0f
@ -273,6 +275,16 @@ public:
~Client();
DISABLE_CLASS_COPY(Client);
// Load local mods into memory
void loadMods();
void scanModSubfolder(const std::string &mod_name, const std::string &mod_path,
std::string mod_subpath);
inline void scanModIntoMemory(const std::string &mod_name, const std::string &mod_path)
{
scanModSubfolder(mod_name, mod_path, "");
}
// Initizle the mods
void initMods();
/*
@ -492,6 +504,7 @@ public:
bool checkLocalPrivilege(const std::string &priv)
{ return checkPrivilege(priv); }
virtual scene::IAnimatedMesh* getMesh(const std::string &filename);
const std::string* getModFile(const std::string &filename);
virtual std::string getModStoragePath() const;
virtual bool registerModStorage(ModMetadata *meta);
@ -672,6 +685,8 @@ private:
// Storage for mesh data for creating multiple instances of the same mesh
StringMap m_mesh_data;
StringMap m_mod_files;
// own state
LocalClientState m_state;
@ -684,6 +699,7 @@ private:
bool m_modding_enabled;
std::unordered_map<std::string, ModMetadata *> m_mod_storages;
float m_mod_storage_save_timer = 10.0f;
std::vector<ModSpec> m_mods;
GameUIFlags *m_game_ui_flags;
bool m_shutdown = false;